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2D GPU Particles working..
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reduz committed Jun 21, 2017
1 parent 3c1fd26 commit 95560e0
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Showing 21 changed files with 970 additions and 1,271 deletions.
163 changes: 163 additions & 0 deletions drivers/gles3/rasterizer_canvas_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -28,6 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_canvas_gles3.h"
#include "servers/visual/visual_server_raster.h"

#include "global_config.h"
#include "os/os.h"
Expand Down Expand Up @@ -607,6 +608,133 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
}
_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);

} break;
case Item::Command::TYPE_PARTICLES: {

Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);

RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
if (!particles)
break;

glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white

VisualServerRaster::redraw_request();

storage->particles_request_process(particles_cmd->particles);
//enable instancing

state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
//reset shader and force rebind
state.using_texture_rect = true;
_set_texture_rect_mode(false);

RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);

if (texture) {
Size2 texpixel_size(1.0 / (texture->width / particles_cmd->h_frames), 1.0 / (texture->height / particles_cmd->v_frames));
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
} else {
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
}

if (!particles->use_local_coords) {

Transform2D inv_xf;
inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
inv_xf.affine_invert();

state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
}

state.canvas_shader.set_uniform(CanvasShaderGLES3::H_FRAMES, particles_cmd->h_frames);
state.canvas_shader.set_uniform(CanvasShaderGLES3::V_FRAMES, particles_cmd->v_frames);

glBindVertexArray(data.particle_quad_array); //use particle quad array
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer

int stride = sizeof(float) * 4 * 6;

int amount = particles->amount;

if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {

glEnableVertexAttribArray(8); //xform x
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9); //xform y
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
glVertexAttribDivisor(9, 1);
glEnableVertexAttribArray(10); //xform z
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
glVertexAttribDivisor(12, 1);

glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
} else {
//split

int stride = sizeof(float) * 4 * 6;
int split = int(Math::ceil(particles->phase * particles->amount));

if (amount - split > 0) {
glEnableVertexAttribArray(8); //xform x
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 3);
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9); //xform y
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 4);
glVertexAttribDivisor(9, 1);
glEnableVertexAttribArray(10); //xform z
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 5);
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + 0);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2);
glVertexAttribDivisor(12, 1);

glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
}

if (split > 0) {
glEnableVertexAttribArray(8); //xform x
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9); //xform y
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
glVertexAttribDivisor(9, 1);
glEnableVertexAttribArray(10); //xform z
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
glVertexAttribDivisor(12, 1);

glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
}
}

glBindVertexArray(0);

state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
state.using_texture_rect = true;
_set_texture_rect_mode(false);

} break;
case Item::Command::TYPE_CIRCLE: {

Expand Down Expand Up @@ -1351,7 +1479,39 @@ void RasterizerCanvasGLES3::initialize() {
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
{
//particle quad buffers

glGenBuffers(1, &data.particle_quad_vertices);
glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
{
//quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
const float qv[16] = {
-0.5, -0.5,
0.0, 0.0,
-0.5, 0.5,
0.0, 1.0,
0.5, 0.5,
1.0, 1.0,
0.5, -0.5,
1.0, 0.0
};

glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
}

glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind

glGenVertexArrays(1, &data.particle_quad_array);
glBindVertexArray(data.particle_quad_array);
glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (float *)0 + 2);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
{

uint32_t poly_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_buffer_size_kb", 128);
Expand Down Expand Up @@ -1428,6 +1588,9 @@ void RasterizerCanvasGLES3::finalize() {
glDeleteBuffers(1, &data.canvas_quad_vertices);
glDeleteVertexArrays(1, &data.canvas_quad_array);

glDeleteBuffers(1, &data.canvas_quad_vertices);
glDeleteVertexArrays(1, &data.canvas_quad_array);

glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
}

Expand Down
4 changes: 4 additions & 0 deletions drivers/gles3/rasterizer_canvas_gles3.h
Original file line number Diff line number Diff line change
Expand Up @@ -51,6 +51,10 @@ class RasterizerCanvasGLES3 : public RasterizerCanvas {
GLuint polygon_buffer_quad_arrays[4];
GLuint polygon_buffer_pointer_array;
GLuint polygon_index_buffer;

GLuint particle_quad_vertices;
GLuint particle_quad_array;

uint32_t polygon_buffer_size;

} data;
Expand Down
3 changes: 3 additions & 0 deletions drivers/gles3/rasterizer_storage_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2326,6 +2326,9 @@ void RasterizerStorageGLES3::_update_material(Material *material) {
if (E->get().order < 0)
continue; // texture, does not go here

//if (material->shader->mode == VS::SHADER_PARTICLES) {
// print_line("uniform " + String(E->key()) + " order " + itos(E->get().order) + " offset " + itos(material->shader->ubo_offsets[E->get().order]));
//}
//regular uniform
uint8_t *data = &local_ubo[material->shader->ubo_offsets[E->get().order]];

Expand Down
2 changes: 2 additions & 0 deletions drivers/gles3/shader_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -361,6 +361,8 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() {
ERR_FAIL_V(NULL);
}

//_display_error_with_code("pepo", strings);

/* FRAGMENT SHADER */

strings.resize(strings_base_size);
Expand Down
44 changes: 43 additions & 1 deletion drivers/gles3/shaders/canvas.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -11,11 +11,26 @@ uniform vec4 src_rect;

#else

#ifdef USE_INSTANCING

layout(location=8) in highp vec4 instance_xform0;
layout(location=9) in highp vec4 instance_xform1;
layout(location=10) in highp vec4 instance_xform2;
layout(location=11) in lowp vec4 instance_color;

#ifdef USE_INSTANCE_CUSTOM
layout(location=12) in highp vec4 instance_custom_data;
#endif

#endif

layout(location=4) in highp vec2 uv_attrib;

//skeletn
#endif

uniform highp vec2 color_texpixel_size;


layout(std140) uniform CanvasItemData { //ubo:0

Expand Down Expand Up @@ -64,7 +79,10 @@ const bool at_light_pass = true;
const bool at_light_pass = false;
#endif


#ifdef USE_PARTICLES
uniform int h_frames;
uniform int v_frames;
#endif

VERTEX_SHADER_GLOBALS

Expand All @@ -82,6 +100,12 @@ void main() {

vec4 vertex_color = color_attrib;

#ifdef USE_INSTANCING
mat4 extra_matrix2 = extra_matrix * transpose(mat4(instance_xform0,instance_xform1,instance_xform2,vec4(0.0,0.0,0.0,1.0)));
vertex_color*=instance_color;
#else
mat4 extra_matrix2 = extra_matrix;
#endif

#ifdef USE_TEXTURE_RECT

Expand All @@ -95,6 +119,22 @@ void main() {
#endif


#ifdef USE_PARTICLES
//scale by texture size
outvec.xy/=color_texpixel_size;

//compute h and v frames and adjust UV interp for animation
int total_frames = h_frames * v_frames;
int frame = min(int(float(total_frames) *instance_custom_data.z),total_frames-1);
float frame_w = 1.0/float(h_frames);
float frame_h = 1.0/float(v_frames);
uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames);
uv_interp.y = uv_interp.y * frame_h + frame_h * float(frame / v_frames);

#endif

#define extra_matrix extra_matrix2

{
vec2 src_vtx=outvec.xy;

Expand All @@ -107,6 +147,8 @@ VERTEX_SHADER_CODE
outvec = modelview_matrix * outvec;
#endif

#undef extra_matrix

color_interp = vertex_color;

#ifdef USE_PIXEL_SNAP
Expand Down
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